TY - JOUR
T1 - Gamification in the University Context
T2 - Bibliometric Review in Scopus (2012-2022)
AU - Guerrero-Alcedo, Jesús Manuel
AU - Espina-Romero, Lorena C.
AU - Nava-Chirinos, Ángel Alberto
N1 - Publisher Copyright:
© Author.
PY - 2022/5
Y1 - 2022/5
N2 - Gamification is a learning approach that transfers the power of games to the education context, with the purpose of improving the performance of students in the classroom. The present study aimed to analyze scientific activity related to gamification in the context of higher education by using a bibliometric and bibliographic approach and the Scopus database. A bibliometric study was applied with the help of VOSviewer and RStudio software, and the authors managed to identify 287 documents published between 2012 and 2022. The results were classified according to the most influential published documents, keyword co-occurrence network, trend topics, collaboration maps between countries and authors, scientific production by countries, and geographical scientific gaps. The findings show a large geographical scientific gap for the African continent, in particular. This research provides an overview of publications on the topic of gamification in the university environment.
AB - Gamification is a learning approach that transfers the power of games to the education context, with the purpose of improving the performance of students in the classroom. The present study aimed to analyze scientific activity related to gamification in the context of higher education by using a bibliometric and bibliographic approach and the Scopus database. A bibliometric study was applied with the help of VOSviewer and RStudio software, and the authors managed to identify 287 documents published between 2012 and 2022. The results were classified according to the most influential published documents, keyword co-occurrence network, trend topics, collaboration maps between countries and authors, scientific production by countries, and geographical scientific gaps. The findings show a large geographical scientific gap for the African continent, in particular. This research provides an overview of publications on the topic of gamification in the university environment.
KW - education
KW - gamification
KW - learning
KW - play
KW - university
UR - http://www.scopus.com/inward/record.url?scp=85132353921&partnerID=8YFLogxK
U2 - 10.26803/ijlter.21.5.16
DO - 10.26803/ijlter.21.5.16
M3 - Artículo de revisión
AN - SCOPUS:85132353921
SN - 1694-2116
VL - 21
SP - 309
EP - 325
JO - International Journal of Learning, Teaching and Educational Research
JF - International Journal of Learning, Teaching and Educational Research
IS - 5
ER -